There is a noticeable difference in the resolution but overall the PSVR holds up really well. The big difference is in the touch controls, which are superior to the PS moves and the vive controllers. If you are looking to take advantage of full room scale you will need 3 usb 3.0- and 1 usb 2.0 ports. The oculus headset needs an hdmi and one usb 3.0 and the tree sensors take up 2 usb 3.0 and 1 usb 2.0.

As far as your hardware is concerned I think you are okk with the i5 and 1070.

I've never even been close to getting motion sickness from The Climb. I think they might have set it as intense as a mere precaution, because in practical terms it seems totally fine. Experiences may vary though. I can get queasy from certain VR experiences, but the only physical effects The Climb has made me suffer are vertigo and sweating.

I've never even been close to getting motion sickness from The Climb. I think they might have set it as intense as a mere precaution, because in practical terms it seems totally fine. Experiences may vary though. I can get queasy from certain VR experiences, but the only physical effects The Climb has made me suffer are vertigo and sweating.

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Haven't unboxed my Rift + Touch yet but looking to buy some games on sale.
Already have Superhot, Arizona Sunshine and Robo Recall and a bunch of sim racers, is Raw Data worth getting also? Seems a bit similar to what I already own. Any other must haves I should check out whilst the sale is on?

Also what are some apps I need? For watching videos etc and any other cool stuff

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Didn't want to make a new thread because there aren't many people doing this, but I figured I should set up a 2 Sensor Set-up for when I move at the end of the month -- but also have some sort of roof, cable suspension thing.

Here are the tools I'm considering so far:

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I feel like I need to sensibly find a way to keep the dog lead on the ceiling (any way I can do this without using screws?) and finding a suitable hook for the Rift Cables.

Speaking of cables, this is what I have:
- 2 USB 3.0 Extension for the Sensors
- USB 2.0 Extension because I need to force the Rift to be 2.0 (which goes into a 3.0 Powered Hub, but I need the headset to be 2.0 to not compete with bandwidth)
- Because I'm using a laptop, I can put the computer anywhere in the room.

If what I need is about £10, then that's everything for £45 (after Amazon Student discounts).

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Yup, most Vive (SteamVR) games work on it provided you have the space/tracking that you'd use on the Vive's side (so if a game requires roomscale, you'll probably want to get the extra tracker cam).

SteamVR is really good about supporting Oculus hardware and SteamVR games work fairly seamlessly on it without dev intervention. Devs have to go out of their way to block Oculus, and this has only happened with Google Earth iirc (until the Oculus-native version came out).

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Yup, most Vive (SteamVR) games work on it provided you have the space/tracking that you'd use on the Vive's side (so if a game requires roomscale, you'll probably want to get the extra tracker cam).

SteamVR is really good about supporting Oculus hardware and SteamVR games work fairly seamlessly on it without dev intervention. Devs have to go out of their way to block Oculus, and this has only happened with Google Earth iirc (until the Oculus-native version came out).

The only time you really notice it is if the developer has their own Vive controller which they render in-game (which obviously doesn't match up). SteamVR handles a lot of other aspects behind the scenes to get them to feel similar, or to get button mappings correct.

It certainly won't feel like a native Oculus Touch title because games which were primarily designed with the Vive don't have the finger poses, which does stick out like a sore thumb (heh). SteamVR does correct for controller pose and such so things like firing angles in shooters feel correct based on the hardware.

The other aspect is just how each piece of hardware is able to be used. For example, the grip buttons on the Vive are generally used like buttons, whereas on Touch they're meant to be held down and gripped. Thus, games designed primarily on the Vive have a "press button to grab" mechanic, whereas Rift is generally "grip this to grab". Many games are introducing toggles for that behavior though.

It goes both ways though when a Vive user uses Revive to play the Rift games. In the end, it's really nothing that noticeably affects enjoyment of the games.

Try that? You really shouldn't be having much pressure on the forehead. Make sure the back part of the headset is cupping the bottom of your skull and don't over-tighten the top. Also, don't forget the front of the headset rotates along the horizontal axis. That helps with positioning too. You really shouldn't feel it pressing against your face much. I get it where I can shake my head side to side and it barely doesn't wobble.

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Try that? You really shouldn't be having much pressure on the forehead. Make sure the back part of the headset is cupping the bottom of your skull and don't over-tighten the top. Also, don't forget the front of the headset rotates along the horizontal axis. That helps with positioning too. You really shouldn't feel it pressing against your face much. I get it where I can shake my head side to side and it barely doesn't wobble.

Also, is it possible to swap the cable management on the headset from the left side to the right side of the head?
And for those with a third sensor, where re you mounting it? Understand why a third is necessary after playing Arizona Sunshine and constantly forgetting which way is forward, but I really don't want to mount a sensor on the ceiling of my living room. Also the cable seems a bit too short.

Other than that, this really is a substantial upgrade from PSVR. I am really happy with my purchase

If games have native Oculus support it's usually better to launch them directly in Steam without SteamVR running. For SteamVR only games, yeah, it should work exactly as it did before with Vive (assuming that's why you're already familiar with SteamVR). You'll need to re-run the setup obviously. There are some SteamVR only games that require you to set up roomscale/chaperone (Job Simulator, Accounting). For everything else, I find it best to set up SteamVR as 360 standing only and just rely on Oculus' guardian boundaries.

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Well, I just put in a little over an hour and found it to be enjoyable. The comedy is a complete miss for me, but I can look past that part. Some of the controls are slightly unintuitive (I always end up fiddling with treasure chests for a while before I finally hit the sweet spot to let me open them) and the movement controls take a little getting used to, but so far this has been a very unique experience for VR.

Mixing spells looks like it'll be a fun activity. I've already had to make some difficult choices about spell power, extra effects, and even color choices. The beginning fireball spell becomes very weak very quickly, so you have to keep upgrading your spells as you go.

Finding secrets is probably going to be the best part of this game. I've already found a handful of them, and some of them were intricate, multi-step affairs. One had me solve three puzzles in a row with only a quick fight in between, and then rewarded me with a special ingredient for my alchemy table. If you just rush through this, you're going to miss out on a lot of goodies, it seems.